<div class="refentry"><a id="glBindTexture"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glBindTexture — bind a named texture to a texturing target</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glBindTexture</strong>(</code></td><td>GLenum <var class="pdparam">target</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">texture</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl class="variablelist"><dt><span class="term">
                    <em class="parameter"><code>target</code></em>
                </span></dt><dd><p>Specifies the target to which the texture is bound.
                    Must be <code class="constant">GL_TEXTURE_2D</code>.</p></dd><dt><span class="term">
                    <em class="parameter"><code>texture</code></em>
                </span></dt><dd><p>Specifies the name of a texture.</p></dd></dl></div></div><div class="refsect1"><a id="description"></a><h2>Description</h2><p><code class="function">glBindTexture</code>
        lets you create or use a named texture. Calling
        <code class="function">glBindTexture</code>
        with <em class="parameter"><code>target</code></em>
        set to <code class="constant">GL_TEXTURE_2D</code>, and
        <em class="parameter"><code>texture</code></em>
        set to the name of the new texture binds the texture name to
        the target. When a texture is bound to a target, the previous
        binding for that target is automatically broken.</p><p>Texture names are unsigned integers. The value 0 is
        reserved to represent the default texture for each texture
        target. Texture names and the corresponding texture contents
        are local to the shared texture-object space (see
        eglCreateContext)
        of the current GL rendering context.</p><p>You may use
        <a class="citerefentry" href="glGenTextures"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>
        to generate a set of new texture names.</p><p>While a texture is bound, GL operations on the target to
        which it is bound affect the bound texture. If texture mapping
        of the dimensionality of the target to which a texture is bound
        is active, the bound texture is used. In effect, the texture
        targets become aliases for the textures currently bound to
        them, and the texture name 0 refers to the default textures
        that were bound to them at initialization.</p><p>A texture binding created with <code class="function">glBindTexture</code>
        remains active until a different texture is bound to the same
        target, or until the bound texture is deleted with
        <a class="citerefentry" href="glDeleteTextures"><span class="citerefentry"><span class="refentrytitle">glDeleteTextures</span></span></a>.</p><p>Once created, a named texture may be re-bound to the
        target of the matching dimensionality as often as needed. It is
        usually much faster to use <code class="function">glBindTexture</code>
        to bind an existing named texture to one of the texture targets
        than it is to reload the texture image using
        <a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.</p></div><div class="refsect1"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_ENUM</code> is generated if
        <em class="parameter"><code>target</code></em> is not one of the allowable values.</p></div><div class="refsect1"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
            <a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
            with argument <code class="constant">GL_TEXTURE_BINDING_2D</code>
        </p></div><div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p>
        eglCreateContext,
        <a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>,
        <a class="citerefentry" href="glCompressedTexImage2D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>,
        <a class="citerefentry" href="glCopyTexImage2D"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>,
        <a class="citerefentry" href="glDeleteTextures"><span class="citerefentry"><span class="refentrytitle">glDeleteTextures</span></span></a>,
        <a class="citerefentry" href="glGenTextures"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>,
        <a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>,
        <a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
        <a class="citerefentry" href="glTexParameter"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
        </p></div><div class="refsect1"><a id="copyright"></a><h2>Copyright</h2><p>
            Copyright © 2003-2004
            Silicon Graphics, Inc. This document is licensed under the SGI
            Free Software B License. For details, see
            <a class="ulink" href="https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/" target="_top">https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/</a>.
        </p></div></div>
